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#1 12.11.2014 11:42:51

Fnupsuk
Owner
Ort: Kaffeemaschine
Registriert: 01.08.2012
Beiträge: 527

[ED] Beta 3.x (Liste aller Features & Fixes) bis 3.91

______________________Elite: Dangerous will be released on December 16th 2014!______________________

Hot off the press news: we will be releasing a final Beta build (3.9) on Thursday the 20th November.

(Link: Offi-Beta-Forum)

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Beta 3.91:

-    Avoid crashing if neither the main texture nor the alt texture are usable, instead fallback to the same behaviour we would use if the main texture did not exist
-    Replaced a missing station prototype with one that exists
-    Survive the situation where fused text meshes (and other types) have more characters than the maximum. 4 "Paul-Friederichs Expedition Base Camp" station names fused together are too much for the current maximum
-    Prevent crash when in a location with no faction
-    Improve entry into first location – could help with some peculiar connection issues
-    Fix crash opening UI panel using left shift
-    Made the the new freetrack protocol cope with missing functions in the dll. This should prevent the crash on startup some users are seeing
-    Reload all ammo no longer free
-    More consistent, and more frequent USSs
-    Don't allow child stars to be considered for mission variables
-    Fix "Missing faction for location polity" error win tutorial stations
-    Planet generation: Changed the way that the effects are loaded – prevent connection loss is texture generation takes too long
-    Changed the star hotspots calculation to cope with the asynchronous behaviour of the effect loading
-    Fix AI ships not being able to fire gimballed multi-cannons
-    Fix the difference in repair costs due to not taking into account the faction relationship of the player for that station
-    Speculative fix for failure to set up a talk channel
-    Fixes for typos in mission branching
-    Fixed X55 binding file so it should work correctly
-    Focus now passed back to game after alt-tabbing
-    Increased the cool down for Frame Shifting to 40 seconds for all ships
-    Moved the blast shield animation into the pad raising state (added a delay on the small pad launch state so that the blast shield doesn't raise again straight away
-    Additional telemetry to help understand why some location entries take extended amounts of time
-    Fix broken pulse laser audio
-    Refactored special treatment of ship rtpcs when arriving from supercruise
-    Reduce unnecessary web traffic in interdictions
-    Some shadowing fixes
-    Remove Russian as a supported language. Because it's not a supported language yet
-    Adding some fixes for malformed newsfeed symbols
-    Bail out of application startup if there are no suitable display modes available

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Beta 3.9:

NEW CONTENT/FEATURES

- Permits needed to access systems within excluded regions or specific systems requireing permits (like Sol)
- Missions can give permits as rewards
- Mission branching added
- Major faction missions added
- Added many new mission templates
- System states generate USSs and missions
- Multiple user voice comms support added
- Rare goods added
- Fixed event scenarios added
- Added imperial starport variants
- Add custom Earth and Mars to Sol
- Trade Route data for the current system is provided for free upon connecting to the Station Services
- Charge player for non-local trade route data, and ensure the galaxy map updates when it changes
- Dormant fines/bounty support added
- Major faction (Imperial and Federation) missions added
- Permits for systems and regions added
- Added support for the free-track protocol in addition to TrackIR. This will allow FaceTrackNoIR to work with the game without any additional setup
- Support for starports in supercruise added
- Can drop cannisters that aren't marked as stolen
- More variety for USSs added


STABILITY FIXES

- Safeguard against a null dereference when changing location
- Fix for crash when unable to lock vertex buffer
- Fix for Nearby Player Faction Choice using Location Information before it's initialised
- Fixed memory leak destroying landing gear on shutdown
- Fix for occasional softlock when quitting the game. This looks to be caused by a trio of components waiting for one another shutdown
- Fix crash when rendering stars
- Fix crash in AI advance
- Fix crash from race condition in phase transitions
- Fix softlock caused by starting a Save and being Deactivated before it finishes
- Fix crash when navigating comms menu
- Fix shutdown soft-lock when we haven't logged in
- Fix a crash on arriving at a system before that system's bodies are created, the player ship would try to do rather unsafe things with no body set
- Deal with jump route requests with max jump distance of zero without asserting
- If one component of a binary star needs to be destroyed while its partner component doesn't handle that case correctly rather that just asserting
- Don't unlock the vertex buffer if it didn't successfully create/Lock when creating distant star billboards
- Fix for rare hard lock during location change (exit)
- Delay creation of PlayerControlDuty until object has gone live
- Added extra check when locking vertex buffer in meteoroids
- Fix memory leak in star system generator
- Fix for countdown exit dialog when in danger softlocking
- Fix crash in AI power distribution
- Fixed the SetStartingLocation activity to wait for the star system to be ready before starting
- Fixes for a few potential normalisation asserts in trails
- Fixed effects crash when fuel scooping in anaconda   
- Made sure that the initial star and binary bpdies are given the same body address when generating the system with stars only and the entire system. Fixes a possible softlock in the system map
- When an interdiction breaks because the other party left/disconnected, make sure the Interdictor returns to idle rather than getting stuck
- Disconnects in hyperspace will actually disconnect, rather than softlocking
- Fix softlock by making sure ring cells are destroyed when the ring is not visible
- Crash fix server to support mission data that has no data in a suffix when it was expected
- Fix for some rare scaleform crashes
- Accept/decline mission screen stuck and unselectable after exiting bulletin screen without selecting either fixed
- Fix assert when dropping out of supercruise in an asteroid cluster
- Only ask for a system's controlling minor faction's state if such a faction actually exists
- Bail out of application startup if there are no suitable display modes available


TWEAKs AND FIXES

- Added in sets of baked greebles for the Anaconda and Type9, which should optimise these ships considerably
- Enable use of Chaff by AI
- Added baked greebles for the Bernal Sphere station for optimisation
- Added baked greeble optimisation for CobraMKIII
- Fix minor issue that would leave the text mesh renderer always thinking it's seeing a perspective camera
- Set 'Islawless' flag based on whether the controlling faction has laws, instead of whether there is a controlling faction at all. This should also help some AI issues with police in anarchies
- Don't worry about updating asteroids for correct collisions with a player if that player is not a live object
- Added in optimised baked greebles for Hauler
- Tiny fix for insurance screen: don't show redundant options in the odd case where a player has died during the start flow after collecting a fine
- Added optimised baked greebles for the Eagle
- Life-cycle unglitching: if the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt
- Fix for the player schematic still rotating from user input when the engines have been powered off
- Update time in system map UI
- Fix for some larger ship schematic models intersecting into the landing pad schematic model
- Reduced vertex cost of distant ring cells
- Added muzzle flash lens flares to the multicannon, plasma accelerator, cannon and railgun
- Scientific Outpost - Fixed Z-fighting and deleted geo on LOD 2/3
- Updated the near UV calculation for planetary rings to fix obvious sliding on the Hepa 1 ice ring
- Don't try to pop the system map camera stack override if the startup process was interrupted before the overriding began
- Re-export backer NPC names. This fixes most of the malformed characters used
- Added latest nebula additions
- Fix for cargo collection on Imperial Clipper
- Provide min distance for size scaling to lens flares that scale in size with the source
- Apply min distance for size scaling to supercruise lens flare
- Adjusted station lights so they can be seen better using low graphics settings
- When coming out of a player vs AI interdiction, increase the separation to 500m (from 200m), put the AI within a 45 degree angle of the player's facing direction (was just in the facing direction), and make this behind the player if the AI was doing the interdicting (was always in front).
- Added ship manoeuvrability stats
- Fixed the Dropship outfitting cameras from clipping through the hanger floor
- Improved the look of the Orion nebulae
- Big update to loadouts:
- New miner loadouts, now with refineries.
- Pirate update, hopefully adding more variety
- Added in a trader asp loadout
- Fixed a couple of issues with other trader loadouts
- The ship docking component should not do anything if the ship is dying
- Make the high config default to the nicer AA method Ma
- Small rejig of AI archetype ships, removed Asp from the bounty hunter role and replaced it with the Imperial Clipper
- Slight adjustment to the fed dropship loadouts, to create a more turret orientated ship for AI
- Discard parsed market list items that don't have market data
- Fixed the incorrect ratings for the new modules as they didn't get shifted up by 3 like everything else
- Fixed issue with rings testing their parents object type rather than their own type for determining how they render and generate ring cells
- Fixed station idents not respecting faction
- Memory optimisations for hyperspace effects
- Chance of unlawful AI in a high security system increased from 10% to 30%
- Time between spawns reduced from 20-40s to 10-20s
- Chance of patrolling AI (rather than travelling) increased from 40% to 60%
- Fix star frustum culling to account for glow effect
- Point defence guns now shoot down drones
- Sensors now treat drones like missiles
- Missiles and drones can now include an extra collision capsule which point defence guns can shoot. The idea is to make it a bigger target so point defence can actually hit small fast moving things. The hack to sub-munitions is no more, if you want to shoot a missile with a non point defence you'd better be a good shot
- Imperial Clipper landing gear intersection fix, animation for gear doors
- Landing gear now removes any physics objects it might have attached as the gear is erased on shutdown
- Added thread guards to decals manager
- Pausing on the Starport Services screen now fades out the ship schematic
- Commodities UI art pass
- Added the Asp, Clipper and Dropship to pirates, to add even more variety to their archetype
- The small Fighters no longer have 100000 tonne fuel tanks, meaning they should no longer destroy anacondas and other big ships on impact!
- Fixed not returning to home page when backing out of contacts menu
- Text is cut off when looking at an Anaconda Authority Vessel's faction on the contacts tab of the left hand panel fixed
- FSD charging indicator no longer starts at 100%
- Prevent the first player who asks for missions from influencing the missions that are generated based on his relationship with the minor faction
- Knocked back the red highlight on unselectable shipyard purchase options
- AI should deploy hardpoints upon starting Attack Duty
- Use GPU, not CPU, to populate nebula volume textures from loaded 2D resource
- Rebalances to ships like the asp and empire trader and fixed a bunch or problems with armour values not being set correctly
- Missions Interaction should be informed when mission progression elements are removed form the server mission hub
- Show current player ship in loading screen, when model is available
- Federal distress signal now uses new damaged prototype
- Fixed stars suddenly fading out
- Stop players being spawned inside station geometry when exiting the game during the undocking sequence
- Updated Oculus SDK to version 0.4.3
- Fixed contacts panel so that the table will always have a complete top row
- Show the Excess Value (aka Rebuy cost aka Resurrect cost) in the Commander Status panel
- Only send one telemetry event when disconnecting from missions
- Adjusted maximum vertex and index buffers for planets and stars
- Miniatures (planets and stars in the system map) has smaller buffers now
- Implement regular autosaves
- Updates to the veil nebula west
- Ensure requests for investigation and backup occur on the authority of the ship that's being summoned over to help, otherwise they'll be ignored
- AI miners: don't try to mine ice asteroids, you won't get anything out of them
- If a player is refused docking permission because a station/outpost is full, ask a docked AI ship to leave promptly. If an AI ship is already in the process of doing this, don't force any more to leave
- Speed up take-off from outposts, it doesn't need to be that slow
- Soften the edges of the flame nebula
- Improved nebulas inter sorting
- A few bug fixes to handle unexpected non live drone game objects
- Cockpit side panels don't work in shipyard fixed
- Make sure constraints on text width work correctly when kerning is factored in on text mesh renderer
- Reworked real stars renderer to improve the performance
- Damage Client now clamps its health. This will fix a rare bug where the server would reject a save because a module reported having health outside.
- Mouse over selects systems in Galaxy Map when rotating using the Left Mouse Button fixed
- Added a little bit the the horse head to make the shape a bit more recognisable
- Reorder of the control scheme prorities. Now the order is UI > GalaxyMap > Panel controls > everything else
- When docked, we should be able to discard cargo in the same way that we would jettison cargo when not docked (but without spawning the cargo canister)
- AI - improve lead for best weapon logic/firing logic
- Tidying up the edge work and increasing the source image size to help improve the quality of the flames on the final vector output of the Cobra hotrod paintjob
- Enforce single login for client
- Improvements to slugshot muzzle flash effect
- Stars of classes without dedicated noise files now calculate which noise file is best suited for them, based on temperature. This should provide better visuals for Wolf-Rayette, carbon stars, and proto-stars.
- The client should send the appropriate language code to the news API
- Improvements to slugshotimpact effects
- Brightened the appearance of the system map icons for missions and ships
- Traffic reduction (frame rate improvement): NewObjectLetters are only sent once even if several stimuli happened before the first opportunity to send
- Frame rate improvement: WeaponControl: remove replication spew when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
- Fix non-station bodies were all lawless
- Art tweaks on Dropship
- Update thrusters effects to be more analogue
- Give AIs the same requirement as the players to be moving at a sufficiently high speed before hyperspacing away
- Improved the speed of the system generation
- Fixed an error with the generation causing extremely hot Ice worlds
- Improved the authored Earthlike and terraforming calculations, now it can figue out a way to make Mars an Earthlike
- Extended the number of nebulas that are in front of the dust billboards
- The distance from the camera position to the nebulas are based now on the centre of the nebulas instead of the bounding sphere
- Fix for a small slot mismatch on Imperial Clipper AI loadouts
- AI firing missiles should have an in-built cooldown, rather than activity based
- AI ships should be suspicious of certain threatening behaviour by players
- Lens flare optimisations
- Prevent accepting a mission if the player has a bad reputation with the mission giver
- Prevent accepting a mission if the mission has less than 10 minutes remaining to complete it
- When a player is successfully scanned by an authority ship, don't allow other authorities to interdict them until after the player next leaves supercruise
- Correctly rank a machine against other machines after its sent its first parcel in a frame
- Apply network bandwidth limits in all versions of the game, not just Profile
- Turreted weapons/point defence turrets do not use fire groups. Do not warn the player about them not being assigned to fire groups when leaving outfitting
- Re-instate packet flow control regulation
- Minor factions now show in the location panel and on targetted (local) location panel.
- Display the outpost type in the targetted location panel
- Distinguish between items flagged by the server as buyback <bb>, and those that are not
- Actually disable interdictions when offline, e.g. in tutorials
- Don't allow the mission generator to generate multiple missions for a single template (reduces the number of missions at a station)
- Improved the scaling on ScaleformLabel so that system names fade better with respect to the mission and ship icons
- We now distinguish between stations and outpost nav icons
- Optimisations in class generation of new stars when viewing the core in the galaxy map
- Optimise glass shattering
- Galaxy map art-pass plus support for data-driven buttons on info panel popup
- Outfitting reskin
- Continually update the Info panel when browsing shop item
- The 'ok' button is hard to find on the Livery, when applying a paint job when one isn't available fixed
- Allowed the player to supercruise through the visual gaps in the rings without getting mass-locked
- Missions no longer displayed if the player doesn't reach the reputation required for a mission
- Clean the Exploration data correctly instead of allowing an assert to occur
- You can now scan asteroid clusters to the basic level, much like planets, etc
- Fix for the way thrusters cut out. should now behave much more smoothly
- When acknowledging replications, don't queue a backlog, instead send the most recent one once
- Loading screen assets update
- For scanner modules, in OutfittingItemInfo add range and time to scan
- Checks along the line of mouse input, to try catch when not-a-number values are creeping in when the window does not have focus
- Update to the status panel:
- 3 separate ranks
- Faction icons
- Coriolis art tweaks
- Don't award combat skill points when committing a murder
- Changed the Station Type for manually added outposts so that they show with the correct icon
- Insurance screen selection tweaks
- Remove a authored asteroid scenario in dahan that is now out of the ring
- Fix for QNAN cursor position when outside the letterbox area
- Award combat skill points to killer on player death
- Fix bug where bounties were still being converted to fines
- Added credit balance to galaxy map
- Make the gui behave appropriately for asteroid clusters and exploration
- Reduce the call spew when authority is transferred
- AI - stop group members from jumping away when their leadship dies if they are in a minor faction that is at war
- Changed deferred shading depth stencil state to use greater-equal instead of greater. May prevent lights from failing when precision starts to run out
- Fix mission cargo not being unlinked on mission end
- Fix memory corruption when changing graphics configuration
- Removed some Galaxy map data (wanted status, security) that we can't support at this level
- Added very short star descriptions for the target info panel
- Reordered the system popup data gathering code so it requests the server data after the short delay of spooling up the system. Therefore, should reduce the load on the server when player is moving the selection through a number of systems before coming to rest
- Hauler door animations updated
- Disabling RepairsPanelItemRenderer when corresponding item is 100% health
- Outfitting fix for info panel updates
- Tweak A class stars to appear more bright
- Dropship art tweaks
- If we do not want to update m_nearbyMouseCursorSystem then do not clear it either, this stops the gui flicking on and off when you hover over the pop up menu
- Add details of planetary rings to planet info pane in system map
- Trade route data is time stamped and expires after 24 hours
- Retry user login on failure, just in case it was a one-off
- Add controlling minor factions and allegiance to pop-up in system map for stations
- Implement gating missions based on universal commander ranks
- Add mission gating by commander rank
- Made sure rings only have the correct material type in them, i.e. no 1000K ice rings
- When we are no longer considering what items to equip to a slot, we should display the ship info for the current ship, not accounting for module changes
- Fixing the render order of the cockpit struts on the Asp
- Fix for some broken pirate Asp loadouts, and adjusted one of the miner ones
- Some rework in icy planets
- A fix for planet texture generation with SLI/Crossfire
- When comparing items and pushing ship info to the UI, we should consider the hyperdrive's max fuel consumption. We should also consider the effect of increasing/decreasing module mass on jump distance
- Viper - Bring the left & right rail panels forward to avoid clipping with the cockpit struts. Rescaled in the prototype to shrink the perceived size back down to offset the change in position
- Fixed bug where shadow near clamping was being incorrectly applied when running with inverted depth. Fixes shadow glitches seen inside space stations and on capital ships
- When leaving supercruise safely at a station, ring or asteroid cluster (notably, not interdiction), use an 8km arrival zoom
- When Leaving supercruise into a ring scenario, no longer snap us to the scenario transform, instead appear at the edge of the ring pointing at the scenario
- Prevent camera shake going mental if you're several times faster than normal max speed
- Correct the direction shove when dropping inside s body so that we no longer appear facing away from clusters
- Increase containment radius of clusters so we don't get very odd effects flying more than a few kilometers from them
- Increase the containment height of rings to a megametre so you can actually manoeuvre close to them without the reference-shift screwing with things
- Fixed the misaligned "Charging" text
- Vary player's ship's conspicuousness based on their reputation with the faction which the scanning ship is from
- Stop AIDefenceComponent from continually unsetting deploy-hardpoints, and continually set it while scanning
- Additional backer NPC names added
- Fix for spinning ship on loading screen disappearing while wearing the Oculus Rift
- Groups UI fixes
- Allow for player dying while saving
- When a ship explodes before the local instance has gone live, dispose of the local instance instead of leaving a dead carcase lying around
- Fix to prevent pow of 0.f in the fresnel shader for ring fog
- Reduce frequency of USS scenarios
- Correction to depth link for restore nodes to stop the softlock when in low settings
- Added missing camera shake parameters to Imperial Clipper and toned them down a bit
- Toning down the harshness of the external cockpit materials to help improve the look of the glass canopies
- Matching the position of the schematic export to that of the actual ship, so that the GUI schematic sits where it's supposed to for the Hauler
- In normal space, non-authority, non-interdictors won't scan ships (NPCs or players) with a rank 5 or more levels below theirs
- If a drone control module game object vanishes some how without destroying it's drones, prevent the drone from trying to use a non existent controller
- Fixed nebula seams. Now when capturing the galaxy background, the nebulas are sorted once and they are all consistent in the different faces of the cube
- Removed UV symmetry that was giving an obvious seam down the centre of the Asp's canopy
- Slight tweak to front-end menu meshes - now in-line with other fullscreen UI's
- Set up kerning tables for TextMesh fonts - this should vastly improve the look and spacing of our text on spacestations etc
- Dropship now does have a ship preview on the contacts panel
- Refinery shown as unpowered in Cargo panel fixed
- Distinguish between stolen contraband and owned contraband in the market interaction
- Fix a bug where replacing modules on a proxy ship would result in the module not being registered with ModuleProvider
- Replicate MiningChunks correctly. They should be spawned in the same session as the ship that spawns them. Their positions should be replicated at least every 2 seconds
- Disabled depth test when downsampling and blurring the nebulas
- Auto-naming for military ships based on faction
- Eagle art tweaks
- Added game pad PIDs and VIDs to hopefully catch every possible controller out there that resembles an xbox 360 pad
- Player reputation with police ship faction will affect the chance of interdiction
- Fuel and Damage Regions weren't save/loading properly
- Fix for unable to turn on fullscreen mode when Oculus is set to Direct mode (even if not rendering to it).
- Police and bounty hunters never interdict "clean" players
- GPU optimisations and simplification of the beam renderer
- Added combat bonds icon to the station menu
- Repair Wear and Tear looks clickable and not red at 0% fixed
- Newsfeed only shows first line of report fixed
- Updated the cluster icon on the target panel
- White dwarves should now appear brighter and bluer
- Fix range checks for groups of ships deciding to attack
- Centered some schematics and changed the scale for the Dropship in the ship buying menu
- We should be able to eject cargo and allow other players to pick it up without it being flagged as stolen "Jettison (Abandoned)"
- Improved the appearance of the front cockpit wanted graphic
- Improved handling of multiple errors in stations
- More subtle colour on hyperspace wake
- Check group member has a faction before checking the faction state, it can be validly null
- Re-skinned the station dialog box to match UI style in the station menus
- The distance that jump routes are displayed/calculated to for the galaxy map is now linked to the "focus range"; i.e. the view distance for stars in the galaxy map
- AI composition affected by system state
- Tweaks to the reputation pag of the status panel
- Highlighting of bounty, rep and wanted status
- Changed the alpha blending equation of the nebulas
- Can spawn debris in USSs
- Adjust the magnetism of the galaxy map camera so that you can actually escape the currently targeted star at default zoom level
- Bring back the 15s In Danger timer
- Fixed Nav beacons removed, these are now done automatically in populated systems based on controlling minor factions major faction
- Updated massive star list
- Outpost icon/ident added to stations services UI
- Cobra cockpit art updates
- When requesting docking, have a station respond with a greeting based on the faction's standing with the player
- Block all new object letters when we start our close-down sequence
- Medium pad and lift lowers an extra metre
- Fixed mouse scrolling on system map
- Greatly reduced the execution time for the texture generations in all planet types
- Repair and refuel costs should vary depending on the player's reputation with the station's faction
- Small tweaks to the new outpost ident animation - should look cleaner at lower resolutions
- Show the damage of a module on the item compare screen. New modules all come with full health, but old ones may be damaged
- Status screen now shows reputation deltas
- Made missions remain on side panel when failed
- Fix for engine trails inheriting very large velocities when zoom-arriving in from super cruise, and generally looking a bit weird when it overtakes you
- Galaxy Map changes.
- Can now buy exploration data within the map.
- Changed when the trade data purchase option shows up (same range as the exploration data).
- Changed how you set a system as your destination and displaying pertinent permit data.
- Removed old static route lines (they are superseded by the dynamic ones).
- Improved the appearance of the missions panel pop up
- Updated internal panel pop up style
- Disabled depth testing for all the objects rendered in the galaxy map
- Display star catalogue information in galaxy map info panel
- Fix checks for illegal cargo when AI are ejecting cargo and want to only eject legal items
- Fix for using the incorrect height of the ring for testing point in volume
- "Wanted" status is now shown on minor faction controlled objects on SystemMap when the bounty has been emitted by the parent major faction
- Clear down all wake sessions when quitting to main menu, or shutting down game
- Display all banned and restricted cargoes for a market, not just the top 3
- Renamed stellar rings to be called belts
- Add pip management for AIs
- Adjusted the Empire trader's headlights
- Made colour of charge bar less bright
- Changed how the server calculates the value of a body. This prevents terraformable bodies having an extremely large value
- Modules with ammo now display the quantity of ammo they have along side their name in the module management panel
- Show imports and exports from trade route data on commodities screen
- Support automatically picking loadouts based on archetype, prototype *and faction* for military archetypes
- Updates to commuter behaviour. Added new prototypes, added chance of having cargo (before ships that might have cargo always had to have at least some cargo), changed jump away and scan detection options, and added piracy response
- Fix for an uninitialised value sometimes being set for the supercruise radar range
- Minor factions now have a government type assigned to them
- Update the the name generation to take into account the government type
- Some tweaks the generation of the minor faction initial state
- Allow modules to be targettable using the targeting system
- Missions can now influence the USS table by overriding the weights for named player events at each stage
- If we get no response from MtuDiscovery, try again without the DF flag set; if that fails, fall back to a very small MTU=576
- Added ship graveyard scenario where pirates could show up
- Semi major axis for stations are now expressed in km, ring masses in megatonnes & belt masses in Moon masses
- Graphics optimisations to trails for the 4 different graphics options
- New 'internal' tab in outfitting
- Alt-Enter (fullscreen toggle) no longer works on the Oculus Rift
- Failing to update a mission when we can recover from it will no longer disconnect the player
- Criminal Outposts can now accept medium sized ships
- Update to galaxy map visualisation colours
- Implement PowerUse Deployed/Retracted in OutfittingShipInfo
- Improved criminal outpost signage and lighting
- Tweaks to the commodities market layout
- Removed some greebles which interfere with longer station nameson the Coriolis
- When reporting a checksum error, distinguish between the case where we think the machine is connected, and disconnected
- Galaxymap billboards rotating when using Oculus Rift fixed
- Persist state of cockpit and cargo hatch
- Prioritise machines in forward order relative to each other (instead of reverse order). Sorts out connectivity and rubber banding issues when the network is at capacity - a machine with a high urgency letter will get it sent
- Fix rounding errors on ammo prices
- Changed the way the high res nebula in the background is chosen. Now its based on screen size
- More pirates in anarchy supercruise
- If the player interdicts a pirate, keep them in their Ambush Pirate behaviour, rather than switching back to the generic Pirate (which will cause them to only attack if you have cargo)
- Upped the number of AI ships in super cruise, especially in lower pop systems
- Upped the chance of pirates choosing to interdict the player
- Slight adjustment to the BH's chance to interdict wanted ships
- In anarchy systems only, supercruising bounty hunters use global bounty to decide which percentage interdiction chance to use
- Non-police patrolling ships ignore targets with an elite ranking *6* or more below theirs, not 5
- Bring back separate Hyperspace/Supercruise keys; the context-sensitive key is still there too
- Increased the size of InfoPanel in outfitting (bottom right panel) to accomodate masses of up to 9,999.9 T
- When an AI is interdicted by the player, make it send a chatter line to the player when they both arrive in normal space
- Balance stars in sky rendering to make constellations a little more apparent
- We should be able to sell drones back to the store
- Supercruising AIs, if no suitable destinations of the desired sort can be found, pick a planet to go to instead. Was a particular issue for pirates, who aren't allowed to go to stations or outposts, and if they were spawned close to the star might have nowhere else to go
- Slow boating to distant starports fixed
- Fix ShieldCellBank's hopper ammo resetting
- Fix ECM not appearing in the firegroups panel
- Fixed weapons are immune to Chaff
- Updated galaxy export
- Pirates normally pick a random criminal minor faction; now, if there are no criminal minor factions, or 30% of the time anyway, pick a random minor faction
- Supercruise patrollers will now patrol to between 3 and 6 locations, and will then pick a suitable destination to go to and drop out of supercruise at
- Retain some ship state (firegroups etc.) when rebuying ship on resurrect
- Ensure we don't try to send a letter to a null address
- Missions can list permits as rewards
- Hostile acts on a player now unlock the assailant's wanted level immediately
- Make system map info for space stations display allegiance as major faction associated with controlling minor faction, not as system major faction
- Silent running is irrelevant when you're docked. Generally better to not burn up when you undock later
- Got rid of animation effect for galaxy/system map UI panel
- AI pick loadouts based on their skill
- Optimized breathing mask effect
- Fixed coms chatter issue with missions
- Added guard against not having captured nebulas for the background
- Resized blurred background for outfitting stat panel
- Taken Hauler out of the miner archetype ships, it's not a great mining ship at all
- Fix for loading screen bug when imperial trader can't be found
- If a player interdicts a military ship, make that ship attack the player when they both arrive in normal space
- The Generator (powerplant) is a required module
- Do not allow nebulae to be selected in the galaxy map
- Fix 'lock on' reticules moving over the target ship instead of the target module
- Slower turns for low level AI. Shorter fly away distance
- Fix moving texture seen on stars in system map
- Searching for friends, now users can search with just 1 or 2 characters in search field
- Increased text field for balance width in shipyard
- Improved retries when connecting to server
- Fix bounty messages in conflict zones
- Protection against newsfeeds that have mismatched/missing data
- Outfitting cursor loses focus when swapping modules fixed
- Outfitting - When a paintjob is chosen, the icon on the livery list does not update fixed
- Bumped up the size of the stars in the galaxy map (but not the environment capture) by 50%
- Added chatter lines for NPC super cruise pull out
- QWEASD don't work when zoomed in on docking pad fixed
- Player Status statistics screen does not update after purchasing a ship fixed
- Statistics menu forever shows retrieving data in tutorials fixed
- Optimised atmosphere shader and some improvements to the default curve
- Added a bit of noise to Barnards's-Loop stops it from making sutch a perfect circle around the horse head nebula
- Make the white dwarf surfaces more visible and the light more blue. It gets bluer with increasing temperature
- Galaxy Map: If the systems government is Anarchy, it should use that rather than the Major Faction
- Fixed being unable to navigate menu after buying a new weapon
- More chatter for mission archtypes added
- Fix the way that mining chunks are replicated so that only authorities select what model they will use
- AI - limit supercruise patrol stops to 1-3, rather than 3-6
- If allied (high reputation) with non-police faction, ships from that faction will never interdict you
- Reduced ice asteroids fake SSS settings to improve the look
- Removed some more recognisable elements to make the random nebula more generic
- Non-authored nebulae have random rotation applied
- Fix for asteroid clusters sometimes not creating asteroids
- Added an alert symbol to the mission rows on the transaction panel
- Fix missions not appearing at some stations
- Updates to UI to make it clearer when voice comms fails
- Fix for rare cases of getting a bad mission list when first connecting to the server
- Solar flares improvements with fewer artefacts
- Allow ignoring of certain items in the facilities and prohibited goods lists displayed for space stations in the system map
- Re-skinned the death menu
- Prevent drones trying to initialise with non live targets
- Did not lose wanted status after clearing all of my fines and bounties at Dahn Gateway fixed
- Purchasing notification was hard to see in certain situations fixed
- Galaxy Map - scrolling through the list of trade goods also zooms out of the map fixed
- Break up text on the starports/outposts with banner headings/dividers, and reorganised the infoPanel
- Comms carries over between unrelated sessions fixed
- Updated main menu
- Conflict Zones - now work for civil war state systems
- Replace some potentially offensive station names
- Code fixes for altruism mission checking
- Super upped the number of AI ships in supercruise across the board. Minimum is now 7, max 21
- Correctly assign minor faction influences when a minor faction has a presence in more than one starsystem but only controls one of them

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Beta 3.05:

• Further optimisations to network traffic when players enter/leave islands.
• Fixes for some of the reasons that server connections were being dropped.
• Extra diagnostics to help in tracking down the remaining networking issues.
• Various crashes fixed, none of these tied directly to any specific action performed in game but overall stability should be improved.

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Beta 3.04:

-    Reduce disconnect output for better tracking
-    Additional telemetry for character mismatch issues
-    Reduce replication telemetry
-    Reduce debug output for authority transfers
-    When acknowledging replications, don't queue a backlog, instead send the most recent one once
-    Re-instate packet flow control regulation
-    Correctly rank a machine against other machines after its sent its first parcel in a frame
-    Apply network bandwidth limits in all versions of the game
-    Improved method for tracking server disconnects
-    Remove replication output when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
-    Don’t send new object letters more than once for the same event
-    Remove unneeded output when going live on a server
-    Send server telemetry early if we're getting excessive load, so the load-balancing can stop sending us new players
-    Enhanced network performance telemetry
-    Better network letter compression
-    Ignore an incoming start server request if the server hasn't finished initialising
-    If the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt

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4. Nov. 2014, Serverside Update:

-    performance fixes
keine weiteren Informationen verfügbar  sad

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Beta 3.03:

-    Prevent crash if reported video hardware returns a null value for shader checks
-    Protect against crash if remote player has already disconnected when we want to report telemetry
-    If the timer reaches zero when the player views the mission, they cannot accept the mission
-    Fix issue with immediate disconnect after starting
-    Fix to ensure we request the template for the mission update request and wait for it to arrive
-    Reset any stale server's mission info when switching back to a server
-    Stop memory leak on environment map capture

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Beta 3.02:

- Fines are payable for all minor factions of a system at any station in that system.
- Fixed Imperial clipper rotates 180 degrees on the docking GUI when launching from a station.
- Fines can now be shown separately for each minor faction.
- Fix occasional crashes on shutdown.
- NVAPI is known to crash on one machine having an Intel HD4600 card, for unknown reasons. Allow users affected by this problem to disable SLI/Crossfire detection (meaning, calls to NVAPI and AGS libraries) by adding <SLICrossfireSupport disableDetection="true" /> to AppConfig.xml.

Server side:

- unstick the several dozen Commanders whose travels had been terminated untidily after trading Tea with a Type 9 transporting a Troop of Travelling Tea Traders

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Beta 3.01:

- Protect against infinite loop when generating profiling report from server
- Stop memory error on shutdown causing a crash
- Prevent a null launch pad crashing the game
- Fix crash caused by rings in galaxy map
- Fix server telemetry crash
- Fix crash from broken mission template
- Fix crash from shield bank replication
- Fix for shadow crash on launch pads that aren’t ready
- Fix resource naming for bounty hunter loadout
- Fix crash in icon instance buffers
- Fix for crash when unable to lock vertex buffer for line rendering
- Add debugging to help find missing asteroid chunks
- Fix hardcoded '9000' energy per unit mass which should be '90000', and is causing fuel to run our really quickly
- New time formatter added that shows time as 16h 32min rather than 16:32 - resolves ambiguity in situations where the number doesn't rapidly change
- Added new layers for alpha deferred emissive support – stops some cockpit items sorting incorrectly
- Fixed render sorting issues with emissive materials rendering behind deferred elements
- Alt-tabbing game fixed
- Game starting on wrong monitor fixed
- Mouse not working on multi-monitor fixed
- Ensure we send the ROUTE letter to all the servers we connect to, not just the first – fixes missing NPC’s in session
- Protect against failing to get the launch bay interface when saving
- Fix the ship preview failing to darken when the pause menu is displayed on top of it
- Server now refreshes its mission information when a client connects, meaning that returning to a server before it has forgotten about you will not leave stale data there
- Clamp Wear-and-Tear values to a sensible range

Additional server-side updates have been implemented over the last 24 hours:

- Fixed issue with fines being awarded but unpayable. Newly issued fines should now be payable in any space station allied with the same issuing Major Faction (Alliance, Federation, or Empire)
- Existing unpayable fines will be made payable shortly.
- Allow hardpoints to contain enough ammunition for the point defence turrets
- Number of reliability and performance improvements

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Beta 3.00:

NEW FEATURES & CONTENT
- New ship - Imperial Clipper added
- New ship - Federal Dropship added
- Added player driven interdiction
- Players can now interdict NPC ships and the NPC will be recreated in normal space along with the player
- Fuel scooping from stars added
- Asteroid mining added (metal and rock)
- Players can own multiple ships
- Play area expanded (capsule 350ly long, radius 37 ly - 2400+ systems)
- Planet visuals overhaul
- Planet liquid colours now reflect chemical composition
- Atmospheric colours now reflecting their chemical composition
- Surface types and colours now reflect chemical composition
- Planets display volcanic features
- Complex Craters can create dust ejecta
- Crater frequency dependent on atmosphere thickness
- Ice planets now have fracture features
- Dynamic ice caps on all planets
- Dynamic liquid levels on all planets
- Asteroid belt clusters added
- Nebulae added to galaxy map
- Nebulae added to sky map rendering
- Make outpost landing pads more zero-g
- Status panel now shows faction reputation
- Improved range display and route finding in galaxy map
- Philanthropy missions added
- Partial name searching added to galaxy map
- Additional ships added to loading screen


NEW AUDIO

- Music – Music replaced with mastered assets - Combat/Supercruise/Bookend/Station etc
- Audio Gameplay - Sounds added for Fuel scooping, refinery, heat damage
- Audio Gameplay - Sounds added for Mining laser, asteroid chunks and related physics
- Audio Gameplay - Sounds added to FSD interdictor module, and interdiction gameplay
- Audio Ships - Sounds added for Imperial Clipper
- Audio Ships – Sounds added for Dropship
- Audio Options – Added more ways to personalise the audio in the options menu. Work in Progress.
- Audio Ambience - When entering rings, the stellar ambiences shift to a ring specific ambience.
- Audio GUI - The passive target scanner (select ship) now has audio notifications
- Audio GUI - Docking offenses will now result first in alarm sounds before (still) death.
- Audio GUI - Sound when flipping through sub targets.
- Audio Physics - New impact and physics sounds for ice and metal asteroids.
- Audio - Turning lights on/off is now audible.
- Audio Ships – Other ships Frameshift jump improvements including charge up
- Audio – New Remlok O2 mask/breathing sounds
- Audio Voice – Various new Ship Voice Alerts added
- Audio Voice – New ship voice system. More scalable and robust for future development.



STABILITY FIXES

- Paintjob threading crash fix
- Fix crash in wolfpack tactics caused by player pilot creating group of AI ships
- Don't crash if a star type is missing
- Fix startup softlock in race condition where we claim island on one server while we're switching to another server where we then fail to make resource allocations because it doesn't recognise the island
- Prevent crash in station menu for tutorial and debug stations
- Fix crash in AI group duties
- Avoid a crash that may happen when switching from side-by-side mode to Oculus Rift in the main menu
- Fix broken station prototype names causing crash on arrival at station from supercruise
- Game crashes when attempting to lock onto a despawned location fixed
- When we request a module by name, safely handle that module's slot existing but having no item in it
- Fix a crash when submunitions exploded while the remote object was in a partially constructed state
- Prevent crash on shutdown from system map caused by the game object being destroyed right out from under its parent
- Add the default ammo item if no item is added to the shield bank module already
- Handle skybox star render manager getting destroyed before its been fully created
- Avoid an assert in Turn Client - try to pass through any incoming packet via the STUN port for further handling if valid

TWEAKS & FIXES

- Fix shield art on Fed Fighter
- Displaying ship wear incorrectly fixed
- Capital ships can no longer be moved if repeatedly rammed
- Ensure station orbits are beyond any ring systems and within any moon systems
- Fix low poly versions of ships to fix shadows
- Adjusted the bounty value multiplier for the various ships in the game. Now the automatic bounties should be larger for large ships
- Upped the max delay on the authority response times, as well as slightly upping the max bounty this is based on
- Update patrol paths around stations
- Various mission text fixes
- Improved behaviour for supercruising AIs in a system with no stations
- Cap framerate when application is full screen but minimised
- Streaming improvements
- Give star models on the system map a wider range of sizes
- Fixed Viper's small hardpoint doors being swapped
- Remove red text when the distance is larger than your current jump distance
- Added Damage type fields for weapons in outfitting
- Update text for good and bad trade good entries on the news feed
- Adding money to delivery MPEs for delivery missions and smuggle missions. This means that the money will show up when you hand in goods at a target station
- Fixed the cockpit HUD disappearing momentarily when exiting the preflight checks
- Hauler art fixes
- Stop AI doing attack stationary when target is strafing
- The MTU discovery process is only required on the first connection to an edServer - we can skip it when switching over to a different server
- Moved the text for 'REPAIR' on the modules list so it does not intersect the module health percentage
- Balancing pass on wear and tear values, to make them a bit more forgiving
- Added v1 Chatter table text for the following convoy based NPCs - Funeral, Wedding, Explorer, Nomad, Medical
- Skip fading in spot light shadows when then light has just been turned on
- Rebalanced sensors power draw and made it so that all ships can only fit the size of module it can support rather than it being a maximum size
- Various updates to asserts in the shadow system to account for camera positions far from the origin. Don't attempt to extrude degenerate edges on the silhouette of cascade frustums. Check for zero length vectors in cascade bounds intersection calculation
- Eagle: Independent type authority paint job
- Eagle: Federation type authority paint job
- Eagle: Imperial type authority paint job
- Rebalanced scatter spray multicannons. Their arc of fire is slightly reduced and a power curve has been applied to their scatter to ensure most of the shots are roughly in the centre area of the arc. Now it is effective at sidewinders out to 400 metres or so
- Repair module was doing bad things with it's ammo accounting fixed
- Eagle: Alliance type authority paint job
- Keybinding for firing a single chaff launcher added
- Adding "Security Level" to the galaxy map
- Added free versions of the modules used by the free sidewinder to ensure no exploit exists for creating money from selling parts
- Rebalanced module stats to reduce the number of jumps the top end drives are capable of whilst still giving better jump ranges
- Cache fines on the client and add this information to the status panel
- Fix chaff launcher not being selectable for a firegroup
- The "Safe to drop out" message should have priority over the "Slow down" message
- Stop Prox and IMPACT indicators staying illuminated whilst jumping
- Police ships are always fully scanned
- Double faction choice range to 20000 so the player doesnt lose the choice of sides if they fly out 10000
- Fix FSD scanner only scans high energy wakes
- Fixed a focus issue on the navigation panel
- Changed cargo malfunction to only spit out 2-8 cannisters rather than a proportion of the total cargo capacity of the ship
- Tweaked overcharged weapon variants to make them a bit more inaccurate and also tweaked shields to make kinetic weapons slightly less effective against them than they currently are
- Impossible to select 'rebuy all' using just an XBOX360 controller fixed
- Server broadcast message shows spurious ampersand fixed
- Players should be able to cycle between Hardpoints and Livery using the xbox bumpers
- In outfitting, the value of an item is displayed in the middle column but it is missing "CR" fixed
- Paint jobs for CobraMKIII - Pirate 8
- Reset mouse control when undocking
- Improved lighting to outposts and stations
- Tweak to obstruction helper to try to reduce AI ship crashes
- AIs created in the same group shouldn't try to pirate each other
- When one authority ship has scanned a ship and found it has a bounty, all authority ships know about the bounty and will come and join in
- Improved MPC pirate behaviour when cargo is jettisoned
- Will want to use left and right arrows in the text entry box, so don't enable those UI inputs
- Improved lighting for all ship cockpits
- Stop AIs charging their FSD when they are hard masslocked
- Inhibit AI FSD charging based on soft masslocking (other ships), only for supercruise
- "Surge detected" is now used to show that a ship (either player or NPC) is charging their FSD, rather than a change in engine power
- Fix and turn on system naming based on galactic region
- Improved weapon effects
- Cartography shop will now show stellar bodies listed of the sellable system
- Shifted the rating of all internal modules up by 3 so that the best modules are rated A instead of D now
- Player is told they can sell huge amounts of cargo when they cannot fixed
- Back button inconsistant with the rest of the GUI fixed in station services
- Striped planets when SLI is enabled fixed
- Re-Enabled the Dither in the galaxy map. Toned it down a bit but still strong enough to soften the banding by a fair bit
- Old speedo units in Hyperspeed animation fixed
- Unsent messages are visible when entering hyperspace fixed
- Player name missing letters fixed
- Increase time between spawn checks for ambient traffic
- Removed ability to see systems you shouldn't be able to see from cartography store
- When claiming authority ensure we specify some sessions the newly claimed authority must be in
- Dropping collision damage to about 3/8ths of what it currently is - Should deal with a lot of problems of insta-death collisions
- Change fed authority to sys authority ships in mining scenarios
- Reduced mission network traffic considerably
- Improved server efficiency and stability.
- Laser impacts now illuminate their surroundings
- Fix some false positives in the checks to see if potential targets are in the same group when scanning and pirating
- Don't ever allow multiple missions in a bank to have the same hash
- Meta file adjustment so that the L4 LODs render though the background sphere - i.e, we can now see stations for miles and miles!
- Ensure that ambient AI don't start spawning until the player ship is live
- Fix for the extremely bright eagle retro thrusters
- Increase the time between checking for police patrol spawns
- Inform the server when a player vacates an island, leaving the islandhook just containing the jump wake
- Smoother LOD transition for stations
- Improved the framerate in the Galaxy map while in the Galactic core
- Light distance culling switched off for some important lights
- Station texture optimisations
- When entering somewhere (supercruise, area with space station etc), don't wait at all for other machine's objects
- NPCs are no longer added to the comms list, so while they can send messages to you, you can't reply (or report or friend them).
- Art/Shader pass on StationMenu UI
- Prevent the cache from creating data for a system that isn't ready in Stellar Forge
- SLI/Crossfire: Fix for flickering planetary rings. Make sure the ring textures are generated (including their mipmaps) for each video card in a multi-GPU system
- AI ships (and docking computers) were finding it hard to dock at some of the bigger stations as the holding positions were inside the bounding object
- The Mtu Discovery process is now bidirectional
- Fix a bug that was leading to many module being off on remote machines
- Make camera view in system map less incorrect for Oculus Rift
- Fixed schroedinger bug that was causing ship purchase to fail
- Disable boost binding while landing gear or cargo scoop is deployed
- Firing drones against wanted targets should no longer get you in trouble
- Updated ammo prices so they're not too low and/or broken
- Only perform shadowing on the cockpit when using high or ultra material setting
- Oculus Rift/System map: Tweak the min/max dolly distances when OR is enabled, to try and get the same feel (sizes, proximity) as when OR is disabled
- Added proper variant names to all weapon variants
- Fixed enter hangar button not being available after landing
- Prevent the player from accepting a mission they've had active this game session
- Stop stations using the planet/moon taking up the child object counter when naming planets/moons
- Tweaking Relationship to fit the scale of Reputation
- Disconnect the player if a cargo collect or eject fails in such a way as to leave the player's cargo out of sync with the webserver
- Prevent weapons showing up in the ammo store that don't use ammo in players' eyes
- Adjust an AI's auto-created bounties to include a modifier based on combat rank
- Min auto-bounty should be 100
- Added the correct icon to the mission details
- Made star descriptions depend on luminosity class as well as spectral sequence
- Oculus Rift/System Map: While wearing the Oculus Rift, allow moving the camera even closer to planets, but hiding the UI elements while the camera is quite close to them
- Tweak to the orbit constraints of generated stations.Now, they will not be in an orbit lower than the max of one with speed 30kms^-1 or 1000km from the surface
- Reputation affects Faction Relations! e.g. if you've got /really/ bad rep, ships will treat you as hostile
- Disconnect the player if a market trade fails with a sync error
- Updated bloom to have different settings per quality level
- Fixed low quality bloom so it doesn't attempt to render to the same texture it's sampling from
- Added galaxy map quality settings
- Knocked back the lighting on the "default" (non-aligned to a faction) Coriolis station so its not as garish.
- Fixed flickering of stars the first moments of starting a game
- Show most fuel efficient routes to nearby systems on galaxy map
- Sun hotspot lens flares now fade on later
- Fixed Text cut off on power use display
- Get AI to use Cargo Hatch Disruptor
- Disconnect the player if a ship or module trade fails with a sync error
- When authority is pinging to and fro, ensure flag is established for the final settling point
- Fix oversized giant stars by using the clamp correctly in galaxy map
- Some tweaks to how the sim unit for hovered and selected stars is handled in the map. This has a small speed gain when browsing through the core
- Fixed duplicate words in outfitting names
- Hooking up v1 of the generic chatter for Smugglers and Celebrities
- Headlook now takes priority over in-game UI
- Added stats for weapons designed to punch above their weight in terms of ship size
- Line Renderering fixes
- Added chatter hooks for Police
- Added chatter hooks for Miners
- Lowered default heat around stars
- Added behaviours for AIs patrolling in supercruise
- Galaxy map optimisations
- Poly trail rendering optimisations
- Limit the rate at which a DefenceSystem can generate collision PFX
- Added ship specific heat values for flying near stars
- More improvements to AI avoidance
- Implement the '+' sign to the list of hardpoints, if there is things to buy for that slot
- Switch over to an alternate method of doing docking allocation
- Don't count island hooks for hyperspace wakes when calculating the number of friends present in an island
- Various bug fixes related to multiple to single blend surface support in the fragment pipeline
- Turn off old random dice roll Interdictions
- Unable to select back in the group menu with joystick/pad fixed
- When looking at items in the livery - we should be able to preview paintjobs without equipping them
- Fix for tear and wear repairs. It wasn't updating its value when interacted
- Fix nasty rubber-banding issues when NPCs transfer authority
- Clear supercruise flag etc when starting/restarting game
- When we buy a new fuel tank, we should move the fuel form the old tank into the new one. We should not just give the player a full fuel tank
- Protect the server against claim island requests with invalid star system addresses
- Updated star database
- Increased the range and decreased the charge time (slightly) of the ECM
- Added Alliance Police scheme
- Stars not showing up for systems with dual core processors fixed
- New formulae for calculating authority response delay and strength, also now based on the system's security level. Also, only vipers and below will carry out investigations, and outposts don't cause the delay to be set to minimum, as normal stations do
- Increased heat around stars in normal space to 50% super cruise heat at the same distance
- Added faction information to home page (station menu)
- Added a "on route but low fuel" line type and tweaked the colours
- Synchronise stellar forges using server base time. Means, for example, that space stations don't jink to new orientations when new players join in a session
- Tweaked default gamepad controls so boost is now on left stick and FSD is on X
- Oculus Rift/Direct Access: Allow the window to be resized to the desired dimensions (the ones specified in the options menu), while making sure the swap chain is created respecting the size of the Oculus Rift display, when Direct Access is enabled
- Fix an incomplete distance test that would result in you dropping out at the wrong station in some cases
- Disconnect the player if commander death transaction fails
- Show an error and correct the gui when a limpet purchase web request fails
- Tweaking damage rates for overheated ships
- Fixed station name wrapping on docking GUI
- Fix members of session not being available for comms
- For markets containing more than one economy, don't duplicate commodities in the import and export lists
- Rebalance of armour, shield and heat values across all ships
- Fix an issue with AI getting stuck in the tunnel on the way out
- Bottom commodity option on galactic map overhangs GUI background fixed
- Small popup windows use same key's as the big side panels fixed
- Text stacks in the fuctions tab of the right hand panel when in a Viper fixed
- Doubled the available stock levels of different weapons and internal ship modules in the outfitting shops
- Target sight should be different if your target is behind a planet
- Increased module health across the board
- Fix for super cruise lines in the system map
- Galaxy Map menu get overlaid when switching tabs fast fixed
- Display system description on system map when no object is selected
- Display 'terraformed' text in the planet info on the system map when appropriate
- Improvement for rubber banding when network is overloaded: extend time before snag authority when network load increases
- Fix for resetting list focus on the group comms panel
- Rich hangers now have the station's name displayed
- Swap descriptions for Metal Rich and High Metal Content planets
- Sensor system visual changes aimed at giving better awareness mostly in supercruise. (Note, does not actaully affect sensor range, only the display):
- Change how we clamp logarithmic scales so that we always enforce a minimum separation rather than collapsing nearby objects onto yourself.
- Use logarithmic scale in supercruise
- Use detailed icons rather than generics for all planets/stars.
- Remove the fixed planet/system scale and instead show a dynamic range based on a two minute time horizon at your current speed.
- If you target a ship, we zoom the range to put your target in a "sweet spot".
- Stellar bodies will show at the edge of the radar when detected but out of render-range in the same way as ships.
- Use the same logic as locationTargetting to not show bodies obscured by their parent.
- Scale the iconified versions of star/planets/moons to differenct sizes to give a clearer indication of what you're seeing (but only when they're far enough away that the real size isn't relevant to you).
- Added option to cancel a docking request
- Warning messages when players hit 100% heat, and when they start taking damage from heat
- Added missing explore module flag for internal compartments for all ships but the sidewinder
- Rejig of galaxy mass, so that the arms are more populated, and more systems are generated in the thick disc
- The gaps between arms now have some sparse stars
- Anaconda wear and tear art fixes
- Improvements to hyperspace and supercruise effects
- Fix for 'blue hyperspace' bug
- Fix Procyon B classification
- Moved Horsehead nebula
- Moved Pleiadies nebula
- Stop reducing displayed strings of control binding names to narrow-character strings
- Stations and Outposts should now display a suitable icon in the hangers
- Added damage decals to quality options
- Scale number of supercruising AIs based on system population
- When picking targets for travelling supercruise AIs, ensure their destination is not where they've spawned
- Oculus Rift/Galaxy Map: Billboards are now closer to the camera than they were, and have also a larger scale, and the billboard reference technique breaks for them
- Updates to star generation through height from galactic plane
- Generated system meta data updated
- All lasers now have lens flares on their firing points
- Warzone rewards upped from 350 to 1000
- Icy asteroid belts don't get mining scenarios
- Network update to Send the objects which need to be sent (sometimes some were not getting sent)
- Oculus Rift/Loading Screen: Push the ship models forward to prevent clipping artifacts if the camera gets too close to them
- Fix AI collecting cargo
- Pre-flight check UI updated to use fancier rendering style
- Increase web request timeout
- Some hitcheck improvements to the Habitat Ring
- Fixing incursion mission completion, tune difficulty down a bit
- Fix for not pulling the base value of a ship in order to perform the calculation on insurance
- Get AI to swap tactics more readily instead of waiting until the current tactic times out
- Fix bug causing unrelated fines to be deleted
- Tweaks to the exploration body pricing calculations multiply by 10
- Exploration:
- Allow multiple bodies to be scanned at once
- Allow multiple scan types to happen simultaneously
- Changed when the 'X bodies discovered' info is displaced, to when we actually hear back from the server
- Added info when an 'advanced' scan is complete
- Protected against a player not having a valid commander ID in a tutorial
- Don't scan to the 'Penetrating surface' scan level
- If a subsidiary is deleted before it's ready to go live, but after the rest of the object is ready to go live, then the parent object will now go live instead of getting stuck in its life-cycle
- If a live object is registered as a subsidiary before the parent object has gone live then the parent will now not get stuck in its life cycle
- System map camera controls are now much less sensitive
- Flight model tweaks
- Change default transverse/reverse speed caps to 80/60% rather than 60/40.
- speed bleed does not occur in FAOff unless you're above your 4-pip speed, but occurs uniformly above that.
- Turn rotation damping off in FAOff if you're above current-pip speed.
- Fixed one-sided holograms on Criminal station
- Don't create the hyperspace intra tunnel if we're actualyl going into (or out of) supercruise
- Added an extra bit of generation so that some rings will create a smaller ring interior to them which is richer in resources
- Fix strange AI behaviour when undocking, was caused by large ships not doing the initial simple lift from pad because they thought they were already far enough away
- AIs were waiting for permission to join the shared path 600m back from the door, which was sometimes further than the distance back to the pad, so were just waiting over the pad. Now wait 600m from the door or 100m less than the the path distance, whichever is smaller
- Stop the pad from rotating back to its docking configuration until the AI has left the station
- Get the AI to actually release their permission on the pad once they've finished launching and left the shared path
- Exploration - Sort out when the discovery scanner can be used
- Stop AI's getting in each others way when docking
- Fixed hard edge to hyperspace outro tunnel
- Exploration: Fix for not being able to scan a body again with an advanced scanner
- Minor controlling faction name is finally shown properly in the station menu
- Disconnect the player if hyperspace request fails
- If we cannot put a module onto a slot because it does not fit for some reason, we should not even try to make the new module object
- We should consider only hull mass when deciding if we can fit a shield generator onto our ship
- Reset the multi-GPU task tracker when the ring instance is destroyed, so that the ring texture can be regenerated the next time the simulation ring becomes visible
- Optimisations to improve the performance of Greeble rendering
- Extended heat sink launch interval to prevent audio issues
- Prevent people from manually dropping out of supercruise while in an interdiction
- Prevent a person currently interdicting someone from being interdicted themselves
- Slots were misnamed on the Insurance Screen
- Station menu pages for Authority/Jurisdiction/Local Security Page Bounty Store/Pilot's Federation/Reputation Combat Bonds
- FSD wakes in supercruise now have a virtual mass lock field the same way as the USS locations
- Class 2 pulse weapons now gimbal again
- Stop Repairer doing its thing while docked so we don't get server sync issues
- Avoid sending incorrect legality values to the game client
- Deal with the nasty load-game case in which we're not in the system the webserver says we should be in, by choosing a new location somewhere arbitrary near that system's largest star
- Unable to select "search" while adding friends using an xbox 360 pad fixed
- Fix targeting low energy wakes in supercruise
- When AI facing away from a target, make sure we pick roughly the same direction we're heading
- Remove the 'sell all map data' button
- Implement Authority page on station services UI.
- Implement pilots federation page
- Kill Warrant Scanner now has correct icon in outfitting menu
- Ensure no police AI in supercruise in anarchy systems. (Keep the very small chance of police at 10% when in systems with zero security.)
- Implement the partial refuel option on the Station Services screen
- Exploration: - Request & cache the systems that can be bought so that stellar forge has the systems ready for us to look up
- Enable use of Mines by AI
- Sensor rendering - limit icons for large objects to 15% of the sensor area. Note that their Ground-plane silhouette and proximity sphere can still be enormous, but this is required to correctly give the impact plane
- Set a max speed for AI when launching and on the outer path of the station, most of them were already respecting this, but some were not
- Tweaks to X52 bindings
- New pre-allocation of landing pads when starting from docked
- Station services are now part of the regular cockpit ui flow, so the player is no longer locked into them when active
- Can access side panels when in station services menu
- Fix for fullscreen->windowed transition problem
- Added partitioning of missions by ones that you can accept vs ones that are blocked for some reason (e.g. you don't have enough cargo space to collect it)
- Fixed an issue with the galaxy octree, for some reason it was doubling the size of the nebulas AABB in the octree which meant too many intersected with the frustum
- Tighten use of ids to prevent objects mis-replicating
- Remove the "Report Detected Crimes" entry in functions panel
- AI launching, when the AI is on the outside shared path, if they somehow get ahead of the position they should be at, don't make things worse by forcing them to go back to that position
- Fix for spinning rocks at start-up
- Updated look of station menu, shipyard and preflight checks Updated material of shipyard and preflight checks
- Added pilots federation logo to station menu
- Prevent physics world from adding objects during shutdown
- Fixed display label for starting location in death insurance screen
- Don't limit the fuel tank to full refills only, as it's misleading when you will actually run out of fuel
- Disable the 'distress beacon'
- Bring the new and improved effects for supercruise interdiction in to the supercruise intro as well
- Reduced blue mist in hyperspace
- Enable use of Shield Cells by AI
- If a docked AI loses its docking request due to auth transfer, it will leave immediately
- If a docking AI similarly loses its docking request, and its landing pad is allocated to somebody else, then jump away if outside the station; if it's inside the station, we can't really abandon the docking attempt, but we'll leave as soon as we've docked
- Hitcheck optimisations and fixes for the standard Inner Dock
- Missions whose criteria you don't meet now highlight in red the specific criteria not met.
- Fixed a few more situations where the new 'UI head look' binding on gamepad 'B' was being allowed when it shouldn't.
- Simplified how we position 'there more news to read' ellipsis symbol, so it isn't just entirely random.
- GUI transition to enter starport services has a big square flicker fixed
- Display icons for stored ships and missions on the system map
- Fix Arcturus system description
- Cargo scoop message overhaul
- Add a warning message when the player exceeded the power requirements for their active modules
- Automatically add drones to AI ships that have a drone control module. Between two and four, based on available cargo space, added after cargo
- Addressed some conflicts between the mouse headlook controls and mouse cursor
- Insurance screen: show respawn location for each option, add fines & bounties lines to the bill, replace allowance with forced loan
- Restrict the life support module's advance to authority only
- On resurrect, locally clear fines & bounties for respawn jurisdiction
- Set systems with a population of over 1 million to be explored
- A lot of the hanger cameras which were near the floor were clipping slightly when viewed on the Occulus Rift. Have moved the affected cameras upwards slightly which should improve the issue
- Big update to trader loadouts, to include more modules (mostly defensive for them traders)
- Added in empire trader and federal dropship NPC loadouts
- Reduced the max distance for deploying mines to 2km
- Enable use of ECM by AI
- Enable use of Heat Sink by AI
- Fixed selecting a preset control scheme not activating until you either exit the menu or lose and regain focus on the window
- Rubber-banding improvement: when not yet live ensure proxy address stays in step with container address
- Add and use a non streaming meta file for hanger docks to avoid lack of a dock while loading
- Fixed ship name formatting in news feeds
- Defer removing record for a big Id to the next Advance to avoid re-entrant deadlocks when a machine disconnects
- Stop scrolling off selected fire groups showing old data
- Added mission / stored ship icons to the galaxy map
- Added scrolling to galaxy map info tab
- After firing the last of your hatch breakers, the ammo count reads "0/4294967295" fixed
- Update description and system name for Tau Sagittarii
- Fixes for missions descriptions
- In the Transaction Panel, index fines by their relevant system (for minor factions) or major factions
- Greeble and hitcheck optimisation for the Rich Inner Dock variant
- Increase reputation points awarded for all actions
- Significantly improved the appearance of specular highlights on rings when both the light direction and view direction are very shallow
- Made collection missions not select commodities that might be available at the station the mission is given at
- Mission text update
- AI only spawn either legal cargo, which is chosen from the exports from the main market in the current system, or illegal cargo, which is cargo that is banned in the current system
- Flag fines as dormant on commander death
- Fix commodity market to cope with security level being 0
- Cache the cockpit damage so that is remains broken when entering supercruise
- Turn off flare billboard for stars in system map
- When establishing a connection to the server(s), wait for the primary server to complete connection before connecting to the rescue server so that when we connect to the secondary server we give it a consistent ID for who we are. Avoids occasional connection difficulties
- Fix collisions with asteroids
- High bandwidth consumption caused by friends list reduced
- Change mission spawn time to 5 minutes per 2 missions
- Screen cuts off end of station name Paul-Friedrichs Experdition Base Camp fixed
- Set value of cargo to 0 in cargo/collect when it is stolen
- Set up default templates for all the planet classifications. So if doesn't matches the rules for volcanic activity, temperature, liquid coverage, etc; it still has some visualization assigned
- Wait to connect to rescue server until we're ready
- Noise file for L type dwarves now doesn't have yellow in it
- Adjustments to L, T, Y dwarf light colour and multiplier values so they they are not pink and reflect real colours a little better
- Do not give out sold modules on resurrect
- Don't allow firing drones at stations
- Don't let subsidiary and parent 'does machine X know about me' flags get out of sync
- Fixed the problem when clicking on an empty part of the map would zoom into the current selection
- Fixed problem where id in the fines model wasn't being set, preventing the pay method from working
- Bobbleheads removed
- Fix PVP bounty-hunting
- Audio Tweak - Exploration D-Scanner sound has been upgraded.
- Audio Tweak - When Exploration Scanner finds new bodies, a ping is played with a pause depending on the distance of said body to the scanner.
- Audio Tweak - Changed the incoming and outgoing voice comms ringtones.
- Audio Tweak - Added events and support for new station type idents.
- Audio Tweak - Revised shield impact noises and electrical/static noises to match the updated shield visuals.
- Audio Tweak - Docking Computer distortion when going through the force field is less intense.
- Audio Tweak - Changed the distance at which weapon impacts caused by others are audible (closer) for performance and mix improvements.
- Audio Tweak - Collisions between ships are audible from a greater distance.
- Audio Tweak - Beefed up large cannon (which could also be a band name).
- Audio Tweak - Multi Cannon sounds received a bit of love.
- Audio Tweak – Landing gear improvements
- Audio Tweak – Pulse laser tweaks
- Audio Tweak – Improvements to other ship engines
- Audio Tweak – More improvements to Frameshift transitions to improve smoothness and sonic robustness
- Audio Mix – Supercruise movement sounds have inverse dynamic relationship with supercruise music
- Audio Mix – more audible voice comms GUI
- Audio Mix – Ship Engines not as strongly affected by landing gear or cargo scoop deployment as before
- Audio Mix – Re-jigged audio busses to better support dynamic mixing
- Audio Mix – Some cockpit verb used on self ship engines
- Audio Mix – ship voice dynamically volume adjustments
- Audio Mix - Weapons behind the pilots seat will be muffled according to distance from the seat to improve the mix and sense of scale of ships.
- Audio Mix – Basic Reverb set up for asteroid rings
- Audio – Large number of soundbank optimisations, to improve performance and reduce memory footprint
- Audio Bug - Firing Multiple Multi-Cannons should no longer result in clipped or stalled audio.
- Audio Bug - Popup screens now play their own sounds and no longer stop the main holo-screen audio from playing back.
- Audio Bug - Cargo scoop audio no longer stops after 5 seconds.
- Audio Bug - Cargo scoop audio no longer breaks when selecting multiple containers in quick succession.
- Audio Bug - Fixed a bug in impact sounds that would cut off some of those sounds.
- Audio Bug - Fixed a bug that cut out the low-end (bass region) of some weapons.
- Audio Bug - ammo depletion sound on the multi-cannon fixed.
- Audio Bug - Beamlaser hitting a greeble texture would play the impact sound forever.
- Audio Bug - Beamlaser no longer amplifies too much when rolling and pitching wile firing.
- Audio Bug - Stellar Cartography ambience in the Galaxy and system map now fades out when music is set to 0 volume.
- Audio Bug – Several small changes to stop other ship engine sounds from continuing after destruction
- Audio Bug – Temporary fix for loud clicking on secondary explosions a large distance away.
- Audio Bug – Fix for Other Eagle soundbank sometimes not loading
- Display mission and ship locations in the map
- Display star catalogue data on system map
- Hide System Map UI when the dolly distance is small (if the user is using Oculus Rift
- When a proxy for an object arrives across the network, instead of guessing which location to put it in, use its session to work out which location to put it in


Eines der nützlichsten Tiere ist das Schwein. Von ihm kann man alles verwenden, das Fleisch von vorn bis hinten, die Haut für Leder, die Borsten für Bürsten und den Namen als Schimpfwort.  wink

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